Heads Up! This post is part of a continuing series on running Dungeons and Dragons for your kids. If you would like to start at the beginning, click here.
So you’ve met your players, discussed your rules and expectations, and made characters. Now it’s time plan out your first adventure. The tools we are given in the Basic D&D rules for setting up an adventure leave a lot to be desired. While they will help us balance a combat encounter and give us the rules for combat, we are going to have to design an adventure on our own.
Nervous? I was. In fact I still get nervous when starting up a new group. I was especially nervous when I was getting ready to run a game for the first time. Looking back, I did a lot of things to make it harder on myself than it needed to be. At the time, I thought I was preparing myself to be a good DM. I was watching videos, reading blogs, I was even watching other people play D&D. I bought books, supplements, and adventures. None of it helped me feel ready, or encouraged. Armed with a basic knowledge of the rules, and how a game generally looked, I started.
It was trial-by-fire time.
I think that is the way I learn a lot of things. There is only so much research and preparation that can be done before it’s time to make that decision to start. The greatest lesson I learned was how to be a DM, my way. I was trying to copy others, and run their game, not my own.
What I’m giving you is one way, my way. You’re going to have to go through your own trial, to find your way. And it’s going to be great! I hope I am able to help you along your journey, and maybe save you some time and money.
Let’s jump into that fire together!
Designing an Adventure
Notice how I didn’t say ‘world’ or ‘campaign’? While world building and campaign writing can be fun for some, it isn’t necessary to have a great game of D&D. In my experience, that approach usually winds up in dungeon master burnout, in railroading your players, and in no one having fun. The game world exists because of your player’s characters, not the players exist for the game world. String a bunch of adventures together, and you’ve got yourself a campaign. Pay attention to character backstories and any fun or interesting interactions as you play, and you have yourself a world.
Where to begin? Where ever you want! You could start in a tavern or inn, while traveling on a road, a large city or a small town. You don’t need the location to be original, copy something you read in a book or saw in a movie. Change a few of the names and descriptions, and presto-change-o, you have a new location for your players. Grab a pencil and some paper or notebook. Write down the location you choose, and a few details about what is in it, who is in it, names, and a few rumors to entice your players. You could also have the action burst through the door.
Let me give you an example. Feel free to use it in your game if you like it.
DM: After a long and exhausting day of traveling on foot, narrowly avoiding the roving gangs of bandits that terrorize travelers in this part of the country, you find yourselves standing in front of a barred and locked wooden gate at the entrance to the small village of ‘Tree.’ A small slit opens up in the gate, a pair of wizened blue eyes peaks through, and the scratchy, thin voice of the elderly guard calls out, “One at a time, come up to gate, say your name and your business!”
If the players comply, let them into the town, and provide them a few places of interest, an inn, maybe a small blacksmith, or a provisioner. They may want to play around with the guard, or try to sneak into town. All you need is a rough idea of the town layout, and to decide if there is a guard patrol nearby.
Give the guard a name, appearance, and a personality. He can answer the players questions about businesses and the quality of the inn. Maybe he has a rumor he’s heard, or knows someone that needs help. Jot all of your ideas down, to help you remember and keep organized. You don’t need to use them all, they are just there to help you improvise. Also make notes on the businesses, proprietors, and patrons, and town citizens your players may want to talk to. Remember, keep it minimal, you aren’t writing a novel, and chances are your players won’t even be interested in interacting with most of them. Come up with a list of ‘rumors’ or ‘requests’ for the players to overhear or be told. These should steer your players to the next part of your adventure. Only provide one or two options to keep your work minimal. The rumors or requests should all hint at the same two options. If your players don’t bite, you can improvise, or bring the trouble to them.
To recap the important points from the above example:
- Start your adventure in anyway that sounds fun and interesting to you. Keep in mind the classes of your players, so they have to opportunity to use their skills.
- Don’t do tons of prep work. Basic location and character sketches are enough.
- Come up with a way for your players to learn about quests, or bring the action straight to them by having them get attacked.
- Keep options minimal, maybe one or two choices, to save yourself hours of work.
- Copy already existing settings and change up a few things to make it feel totally new.
Since this is likely your players first game, and maybe yours, you may not get much past the inn or the village in your first session. There will be lots of questions, and lots of teaching on your part. You may also have a hard stop point for your sessions. I usually keep my beginners at 2 hour sessions. Don’t worry if you didn’t get very far, it isn’t a failure, it’s learning. Once everyone has learned the ropes, your sessions will move much more quickly.
Your homework for now is to design the opening scene for your adventure. It can be anything you like. If you feel up for the challenge of teaching combat, start with the players getting attacked by monsters, or rolling up on a group of bandits attacking a merchant. Maybe they get sucked into a local pie eating contest, or are pick-pocketed in town. Or they meet at an inn. Also start thinking about where you want your players to go and what you want them to do there. Jot down your ideas. In the next post we will begin working on the action following the opener. Remember, this is all in preparation to run your first game, so don’t think you have to run the opening scene and then design the next part.
I’d love to know what you are planning for your opener! Also, if you have any questions, I’ll do my best to help! See you next time!